Comments (2)
Hi Iyad,
This implementation doesn't support multiple ray bounces because adding such support would require knowledge of the whole scene. That's why there isn't a max depth option here.
If you want to implement multiple refraction bounces in your application you can use sampleRefractBRDF
to generate refraction directions and then you would need to intersect them with the objects in the scene (this part requires the knowledge of the whole scene that we don't have here).
Hope that helps,
Dian
from vraymtl_glsl.
Many thanks for insights 🙏, will look into the code you mentioned
Best regards,
Iyad
from vraymtl_glsl.
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